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In Deadlands, you have two options when you go shopping. You can pay the price listed on the charts in this chapter, or you can hunt down a bargain by buying el cheapo gear. Of course, there's a downside to being over-thrifty.
El Cheapo Gear
Most anything listed here, excepting services, can be bought cheaper than the listed price. Common items such as clothes are ratty and torn, hats are crumpled, and dinged up playing cards can't be used anywhere except by the campfire. The effects of these items are usually situational, though many items can cause bigger problems… or become them!
El cheapo gear costs 50% of the normal price, but a cowpoke only receives a discount on types of gear described below. Cheap equipment that doesn't come with a disadvantage costs near full price. Cheap guns, saddles, and so forth—anything a cowpoke might use in an attribute roll—malfunction when the player rolls a 1 on the skill die, as if your hombre had the All Thumbs Hindrance. This even applies to gear that is normally exempted from All Thumbs. Your el cheapo tomahawk, for example, might fall apart while you're trying to whack on some no good rascal. If your cowpoke has All Thumbs, he's in for double trouble: el cheapo gear malfunctions on a 1 or 2. (Good luck, buddy.)
Items that don't come into play for skill rolls might affect folks' perception of your hero. A ratty duster, for example, is a sure sign of a no good scofflaw or saddletramp in civilized company (and in the West, too!). These items inflict a –1 Charisma modifier on your hombre, though the maximum total Charisma penalty for el cheapo gear is –2.
El Cheapo Horses
Skinflint characters who cheap out on horseflesh are in for a whole different brand of trouble. El cheapo horses, in addition to their normal statistics, have two Minor Hindrances or a Major Hindrance of the Marshal's choice. That's right, partner, you could wind up with an elderly nag, a stubborn mare, or a stallion full of piss and vinegar. You pays your money (or not) and you takes your chances. Marshal, we know how much you want to punish your players for being misers, but use common sense here. Horses don't make the kind of enemies that call them out for a duel at High Noon, and they're about as likely to be outlaws as Doc Holliday is to join a sewing circle.
Posses often wind up with a fair amount of spare gear. Everyday items are easy enough to sell or trade, but unloading more unusual or dangerous gear—guns, blades, and gold bullion, for example— can be a bit tricky. One or two such items can be sold at full price if the trader finds the right private buyer, but no merchant pays full price. Attempting to unload much more is liable to catch the attention of suspicious law dogs, something characters in the market to sell ill-gotten goods probably want to avoid. A Streetwise roll in a city of fair size or larger allows the seller to dump the goods at a quarter the normal value, a raise nets half the list price. This roll may be attempted once a week.
Most of the items on the gear lists are self-explanatory. A few have some additional rules, as listed below.
Chaps: These heavy leather seatless trousers are worn by ranchers and other riders to protect their trousers and legs. They grant a +1 bonus to Riding rolls to resist Fatigue.
Camera: This is an old-fashioned box camera. Unlike the Epitaph Camera, the photographer's subject must remain still for several minutes for a clear picture.
Hatchet: Treat this as a knife when used as a weapon. Lantern: A lantern provides light in a 4” radius for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets normal combustibles alight.
Lockpicks: A scofflaw who tries to pick a lock without these tools suffers a –2 penalty to his Lockpicking roll.
Nitro: A liquid explosive used in the manufacture of dynamite, nitro isn't particularly stable. If a cowpoke rolls a critical failure on any Agility roll while carrying Nitro, the bottle explodes and inflicts damage as if it was thrown.
Pick: Picks make poor weapons due largely to their weight and poor balance for the task. The user suffers a –1 to Parry and Fighting rolls while using a pick, and must have at least d8 strength. They inflict d6 damage.
Quick Draw Holster: This item allows the user to draw a pistol quickly in combat. Pistoleros only suffer a –1 multi-action penalty when they draw a pistol carried in a quick draw holster (additional multi-action penalties are –2 as normal).
Rope (20 yards): This rope can safely handle 300 pounds without difficulty. For every 50 pounds over that, roll 1d6 every minute, or whenever the rope suffers sudden stress. On a 1, the rope snaps.
Speed Load Cylinder: A pistolero can use a speed-load cylinder to reload a six-shooter as if he has the Speed Load Edge, provided he's pre-loaded the cylinder. Wood Ax: This ax is intended for chopping lumber, and makes an awkward weapon. If used in this fashion, it acts like a tomahawk with a d8 minimum Strength, but requires two hands to use. Further, if the would-be lumberjack rolls a 1 on his Fighting die, he whacks himself. A critical failure means he takes damage as if he had rolled a raise.
Infernal Devices
While many of the weapons above represent the cutting edge of mundane technology, they fall far short of the ghost rock powered inventions of the self-styled “New Scientists.” Despite these new-fangled machines' incredible effectiveness, more than a few folks have taken to calling them “infernal devices” thanks to their tendency to rattle apart, explode, and otherwise malfunction—usually just when their owners need them most. Despite most inventors taking great offense at the term, it stuck. The vast majority of infernal devices (seen by the public anyway) come from the workshops of the acclaimed Smith & Robards. Customers can order these amazing machines and have them delivered to their doorstep, or even via emergency courier “out in the field.”
Gizmos and Infernal Devices
There is an important difference in the terminology of the New Science. “Gizmos” are hasty devices made in the fi eld by a Mad Scientist. Infernal devices require months or years of intensive research in well-equipped labs, as well as materials made in smelters or custom-made by skilled craftsmen. The latter can only be purchased from businesses such as Smith & Robards, or discovered in the possession of private inventors. Player characters cannot invent infernal devices during the normal course of play, but that doesn't mean they can't notionally be “working” on such creations! Most scientists are lost if they don't have a project they're secretly developing, or an important breakthrough they're on the verge of discovering. Likewise, noxious brews made in advanced distilleries are called “elixirs.” Those cooked up “in the field” by a scientist with the Alchemy Edge are called potions.
But I Want to Make a Steam- Powered Spaceship! Your average scientist simply doesn't have the equipment or time to manufacture elixirs and infernal devices; only outfi ts like Smith & Robards and Hellstromme Industries can muster those kinds of resources. It is likely both the Union and Confederate governments have their own labs dedicated to such designs, but their existence would obviously be a closely guarded secret.
Malfunctions work differently in the Weird West than described in Savage Worlds thanks to the instability of ghost rock, or the hurried nature of the construction. When a character using a gizmo or infernal device rolls 1 on his trait die (regardless of the result of the Wild Die), be that the scientists Weird Science skill, or a skill appropriate to the device, it malfunctions with spectacular effect. Gizmos explode, release noxious fumes, or otherwise cause harm in a Medium Burst Template for a whopping 2d6 damage. Infernal devices have specific malfunction results listed in their description.
If this sounds incredibly unpredictable, guess what—it is! Just remember that you can always spend a Fate Chip to reroll. This eliminates the 1 and gives you a second chance to avoid the big boom noise (assuming of course you don't roll another 1, but nobody's that unlucky, right?).
Regardless of the specific malfunction, the device is ruined until repaired, which typically takes 2d6 hours and a Repair roll by someone with the Arcane Background (Weird Science) Edge.
Despite the inherent dangers, many a brave (or foolhardy) gunhand employs infernal devices and elixirs for that extra edge. While these items are not available for purchase at your average general store or apothecary, they can be ordered direct from Smith & Robards. Smith & Robards' home office is located in Salt Lake City, Utah, with regional offices found in Denver, Dodge, and Virginia City. These secondary locations do not sell “off the lot.” Any purchases must be ordered from the home office. Smith & Robards requires payment in advance for purchases, and shipping usually takes about a week (two to Dodge) by rail. Delivery can be made in the field via ornithopter or steam wagon as well. This costs an extra dollar per pound delivered, with a minimum fee of $1000. This generally only takes 1d20 hours. Since research and development of these items takes months or years, S&R doesn't do custom orders.
Smith & Robards Catalog
The following items are those most commonly ordered from the factories of Smith & Robards.
Auto-Gyro
Cost: $8,000
For those interested more in speed of travel than comfort, S&R engineered the incredible auto-gyro. This vehicle is propelled by a steam-powered air screw. As the auto-gyro moves forward, the air washing over it spins the blades of the upper lift fan and elevates the vehicle off the ground. The auto-gyro has room enough for two people.
Acc/Top Speed: 15/30; Toughness: 8 (2); Crew: 2; Cost: $8,000 Notes: –2 Piloting in rough conditions; travels approximately 50 miles on one pound of ghost rock.
Malfunction: On a roll of a 1 on the Piloting die, (regardless of the result of any Wild Die), the ghost rock boiler explodes, causing 3d10 damage to everyone in a Large Burst Template (including those aboard and the vehicle itself).
Bullet Proof Vest
Cost: $1,800
Smith & Robards makes an armored vest that not only deflects most small arms fire, but is light enough to wear in the heat of the West. The vest is infused with ghost steel shavings that provide +2 protection to all who wear it. This weighs only 10 pounds. A heavier vest is also available that provides +4 protection, but it weighs 20 pounds. Both vests protect only the torso. Donning or removing the vest requires an action.
Malfunction: Of all the devices S&R produce, the vest is among the safest. Occasional accidents have been reported, however. If the wearer ever rolls snake eyes on a soak roll, the damage ignites the ghost steel shavings in the vest causing 2d10 damage to the wearer immediately and a further 2d6 damage each round until he takes it off.
Epitaph Camera
Cost: $1,600
The Tombstone Epitaph publishes weekly reports of bizarre creatures and events, few of which are taken seriously by sensible folk. A picture, however, would be worth a thousand words, but any sort of movement ruins pictures taken by most cameras. Smith & Robards overcame this limitation by mixing powdered ghost rock with the emulsifier that coats photographic plates. These plates are incompatible with standard cameras, and require an “Epitaph” camera to properly record an image. The camera is so named because upon its availability, the Epitaph immediately adopted it for all photographic images published in the paper. Unfortunately, the very success of these cameras causes skeptics to believe the images are faked. Characters use Smarts to take photographs. Plates for these cameras are more expensive than ordinary photographic plates, at $5 a pop.
Malfunction: On a roll of a 1 on the Smarts die, (regardless of the result of any Wild Die), the camera's ghost rock plates explode, causing 2d4 damage in a Small Burst Template.
Flamethrower
Cost: $2,000
Smith & Robards' flamethrowers use the standard rules for such weapons in the Savage Worlds rules. They have 30 shots. In a clever marketing move, S&R only recommend their proprietary incendiary mix, meaning that to refuel the flamethrower, a cowpoke has to find an S&R stockist, or risk a substitute fuel. The real mix costs $90 per tankful.
Malfunction: On a roll of a 1 on the Shooting die, (regardless of the result of any Wild Die), the device explodes, causing 3d10 damage to everyone in a Medium Burst Template and likely setting the victims alight as well (see the rules for fire in the Savage Worlds rules)!
Gatling Weapons (Personal)
Cost: Varies
Personal Gatling weapons are becoming more common in the Weird West. The Agency is widely known to issue these weapons to their operatives.
Malfunction: On a roll of a 1 on the Shooting die, (regardless of the result of any Wild Die), the user spins about wildly, spraying bullets everywhere. Treat this as a Suppressive Fire attack against everyone in a Large Burst Template centered on the user. The weapon can't injure more victims than it has bullets remaining.
Ghost Rock Detector
Cost: $2500 Highly complex and incredibly expensive, the ghost rock detector is an ingenious machine that analyses the atmosphere for ghost rock vapor. A successful Weird Science roll detects the presence of ghost rock in a 100 yard radius. A Notice roll (–4) once per day detects the seam of ghost rock, which can then be mined. A raise on the Weird Science roll narrows the distance down to 50 yards and reduces the Notice roll penalty to –2 .
Malfunction: On a roll of a 1 on the Weird Science die, (regardless of the result of any Wild Die), the device starts to give false readings, detecting ghost rock everywhere the posse travels.
Greased Lightning Pills
Cost: $75/dose
Concocted for gunslingers looking for an edge in a fight, these pills stimulate the nervous system, speeding nerve impulses dramatically, and granting the pistolero preternatural reflexes. Whenever a character affected by these pills is dealt an 8 or less in combat, he may discard that card and draw again, keeping the best of his draws. This effect lasts until the user is dealt a Joker, or the end of a combat.
Malfunction: A bad patch of pills slows the reflexes. For each dose taken, the recipient must make a Vigor roll. On a 1 (regardless of the result of any Wild Die), he does not gain the usual benefit, but instead is dealt two cards each round, and acts on the lower of the two. Further, if the user has any Edges that modify initiative cards, they are nullified. This effect lasts until the user is dealt a Joker, or the end of a combat.
Restoration Elixir
Cost: $150/dose
A good long plug of S&R's patented Restoration Elixir cures what ails you. After taking a draught, a cowpoke immediately regains any lost Fatigue levels and may make an immediate Vigor roll to recover wounds as if healing naturally, regardless of whether he suffered the wounds within the last hour. He ignores wound penalties for this roll.
Malfunction: For each dose taken, the recipient must make a Vigor roll. On a 1 (regardless of the result of any Wild Die), the elixir burns going down, and lights a fire in the cowpoke's belly as well. He immediately suffers 2d6 damage.
Rocket Pack
Cost: $2,100
The buffalo soldiers stationed at Fort Apache, New Mexico, were the constant targets of Apache ambushes. Their commander was browsing through the latest S&R catalog when he spotted this brand new device and used his own personal fortune to order five. He assigned them to the best men of his regiment, an elite squad that soon became known as the “Flying Buffaloes.” The rocket pack can lift up to 300 pounds (plus the weight of the pack) for 20 minutes per one pound chunk of ghost rock. When the fuse atop it is lit, a ghost rock rod at the center of the pack ignites, heating the water inside the boiler. The steam pushes the wearer into the air, and he can control the thrust by venting extra steam from large panels on either side. The rocket's Pace is 20, and moving vertically costs 2” per 1” climbed. The user can safely descend at his normal Pace.
Malfunction: If a 1 is rolled on the pilot's Piloting die while making a maneuver (regardless of the result of any Wild Die), the pack explodes, causing 3d10 damage to everyone in a Medium Burst Template.
Steam Wagon
Cost: $1,500
When Mormons first settled Salt Lake City, they found the surrounding Salt Flats alive with Utah rattlers. Crossing this dangerous terrain was one of their most perilous trials. In 1870, Professor Darius Hellstromme arrived and offered them the secret to a new invention: the steam wagon. This steam-powered horseless carriage can dash across the Salt Flats in no time. They don't work well in uneven terrain and can't enter rocky areas at all, but on the wide open plain, they outpace a horse over long distances. The vehicles gained such notoriety that bandits in Nevada and other relatively flat areas began using them to hold up trains. Some of these desperadoes even mount Gatling guns on their steam wagons. Steam wagons have the following stats:
Acc/Top Speed: 5/15; Toughness: 10 (3); Crew: 4; Cost: $1,500 Notes: –2 Driving in rough terrain; Travels approximately 60 miles on one pound of ghost rock.
Malfunction: The ghost rock boiler explodes, causing 3d10 damage to everyone in a Large Burst Template (including those aboard and the vehicle itself).
Vocal Unction Elixir
Cost: $50/dose
This soothing throat syrup tightens (or relaxes) the vocal cords, bringing them to the perfect pitch for pleasing speech. It's a favorite among singers and thespians, as well as politicians—who like the sound of their own voices to begin with! Upon imbibing this elixir, the drinker gains +2 Charisma for the next hour.
Malfunction: If the user rolls a 1 on his Persuasion skill die while benefiting from this elixir (regardless of the result of any Wild Die), his voice becomes hard and hoarse for the next 24 hours, giving him –2 Charisma.
Bolas/Lariat: These weapons can be used to make an Agility Trick roll using the wielder's Fighting (for lariats) or Throwing (for bolas) skill. On a raise, the opponent falls prone, in addition to suffering -2 Parry and being Shaken.
Colt Buntline Special: The original model was specially made for Ned Buntline. It has a 16-inch barrel and a detachable shoulder stock. Buntline had others made and gave them as gifts to prominent Western personalities. These pistols cannot normally be bought. They must be ordered directly from the Colt factory in New Jersey (for $500), or pried from the cold, dead fingers of their owners. Since this list includes such luminaries as Wyatt Earp and Bat Masterson, ordering is likely the wiser course. Buntlines are slow on the draw due to their long barrels. When using a Buntline, gunslingers do not benefit from the Quick Draw Edge or quick draw holsters.
English 1840 Model/Wesson Dagger-Pistol: A knife blade juts out from between these weapons' multiple barrels, which inflicts Str+d4 damage.
Evans Old Model Sporter: This high capacity rifle uses special .44 caliber ammo made only by the gun's manufacturer. These bullets are hard to come by out West, but can be ordered directly from the company (delivery takes about three weeks).
Gatling Gun: Gatling guns were commonly used on the battlefi elds of the Civil War, but are prone to jams. If the shooter rolls more 1's than anything else in a single burst, the weapon jams and does not operate until a Repair roll is made. On any other result, it simply misses as usual.
LeMat Carbine/Revolver: These unusual weapons mount a 16-gauge scattergun barrel under the pistol (or rifle) barrel. A switch moves the hammer between the two, so the weapon can be fired either way each action round without penalty.
Whip: If the wielder scores a raise on his attack roll, the attack does not inflict an additional d6 damage. Instead, the victim suffers a –2 to his parry until his next action.
Cap and ball weapons get their name from the way they are fired. The bullet (ball) and gunpowder are loaded by hand into the weapon's chamber, requiring more time to reload than modern cartridge ammunition. These weapons have Reload 2 (all Reload 2 weapons listed are Cap & Ball weapons). Be careful if you go for one of these old pieces, amigo. They load a mite slow. Stick with one of these weapons and you'll learn the hard way: they'll get you into trouble but they won't get you out.